Topic Need tips against Terran early MM push
ArmyHawk #242
ArmyHawk
This is one thing I'm having a hard time with, if Terran attacks me early on with Marines and Marauders, I'm pretty much screwed... I find that Scouting Terrans is really hard due to the fact they always wall in. If I try to get an obs out well its already too late they're already at my door with Marines and Marauders that destroy me. Any high league Protoss players tips are appreciated. I'm in bronze btw
XSliceNDiceX #846
XSliceNDiceX
Edited by XSliceNDiceX on 5/19/12 9:38 AM (PDT)
Not high league but basically:

More Zealots, more Sentries, less Stalkers. Get a few Stalkers early on but don't get any more than 3-4 until you get higher tech units. With those few Stalkers, focus fire down Marauders, they are the big threat

If you can catch the units with Force Fields, Zealots will rip them apart. When you add GS they become sooooooooooooo much tougher for the terran to kill

Back in Silver, too many Stalkers got me murdered by MM pushes

I'd suggest try the 3-Gate Robo build. It's not the most economical but its safe and no early MM pushes will break you. Plus it gets you such a massive army that you can just go attack with 2-3 Immortals while expanding and no Bronze Terran will be able to hold that

When you get better, try the 1-Gate expand
ArmyHawk #242
ArmyHawk
Thx a lot. Will for sure give it a try!
ArmyHawk #242
ArmyHawk
yup still getting destroyed...
Reid #241
Reid
what your going to want to do vs 2rax if thats what your talking about is get your zealots to force their units to kite and snipe their maruaders with your stalkers you dont need a lot of sentries to hold this
Kimchi #578
Kimchi
Edited by Mediocrates on 5/20/12 8:46 PM (PDT)
If a Terran is on 1-base after like 5-6 minutes, then he's extremely likely to be either going 1-1-1 or some lame weak bio push, that should narrow down your scouting problems.

If the Terran FE'd, then you can 6gate pressure at like 8-9 minutes and see his composition.

As for dealing with MM pressure, you need as many Sentries and Zealots as possible, and only a couple Stalkers to deal damage to the Terran if he happens to kite away. Guardian shield is your hero early game, don't underestimate it.
Ookpik #662
Ookpik
You're in bronze so 3 gate robo, build immortals and gateway units
if he tries to run up your ramp, ff with sentries
you should have about 3-4 sentries off 1 base
once you get 2ish immortals out, go attack or expand or both
if you're dying to mm stimming and running up your ramp and you miss ff, that just means you need to practice map awareness and precision clicking

sentries are the most important unit for defending against mm early because good ff win you games
ReunionPark #539
ReunionPark
Terran will liberally wipe out zealot and stalkers early.

However, with sentry support, it is a different story.

If you are on 1-base, you can use sentry to deny mm access to your main, while you are mustering immortals, and getting upgrades before engaging.

MM kiting is absolutely devastating early on. You have to place forcefield behind their army to deny kiting. Guardian shield ensures that your zealots survive longer.

So, proper sentry usage is a key in stopping mm push early. Immortals are also useful repelling mm push, since it is strong against marauders and actually decent against marines.
Insignia #234
Insignia
Zealots are the only gateway unit that truly wins against bio, but they get kited very easily. Sentries alleviate that problem, and guardian shield is a great boost. It's nice to have 3-4 stalkers or a few immortals in the back shooting, but your main early defense is melee units and good engagements. Unless it's 1-1-1, then you've got a different problem.
Caesar #698
Caesar
When I was in brze my problem was probes and pylons I bet that's your problem too. post a replay and we can confirm if not try focusing everything on making probes and plyons and then you will see that you have alot more money and a you should be able to hold this push with the zlots and sentries like XSliceNDiceX says
Razgriz #275
Razgriz
Post a replay.

Also, don't judge a build based on 1 or 2 games.
Jayzee #749
Jayzee
If early MM rushes are ur problem, then go for a safe build: 2 gate robo

U get 1 gate, followed by an early robo, before ending off with another gate or 2, depending if ur economy can handle it ( If u constantly chrono boost probes, u'll be able to handle 3 gates instead of 2, but that means ur warpgate research will be slower)

The advantage of this build is the early robo: gets u an early immortal to handle early MM rushes, as well as an early obs to see wad the terran is doing behind his wall.

If ur going to go for a standard 3 gate robo then ur obs wont be out in time and u wont hav an immortal, which means u'll have to rely on zealots, sentries and stalkers, tgt with gd forcefield placements and early scouting wif ur probe to hold off his early MM. It still works, but it takes alot more control.

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